;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
5       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
12      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
3       ; Communism pays support for all units past this
8       ; Fundamentalism pays support for all units past this
1       ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
80      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
5       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Advanced Flight,    4,-2,  Rad, Too, 3, 4    ; AFl
Alphabet,           5, 1,  nil, nil, 0, 3    ; Alp
Amphibious Warfare, 3,-2,  Nav, Tac, 3, 0    ; Amp
Astronomy,          4, 1,  Mys, Mat, 1, 3    ; Ast
Atomic Theory,      4,-1,  ToG, Phy, 2, 3    ; Ato
Automobile,         6,-1,  no,  no,  3, 4    ; Aut
Banking,            4, 1,  Tra, Rep, 1, 1    ; Ban
Bridge Building,    4, 0,  Iro, Cst, 0, 4    ; Bri
Bronze Working,     6,-1,  nil, nil, 0, 4    ; Bro
Ceremonial Burial,  5, 0,  nil, nil, 0, 2    ; Cer
Chemistry,          5,-1,  Uni, Med, 1, 3    ; Che
Chivalry,           4,-2,  Feu, Hor, 1, 0    ; Chi
Code of Laws,       4, 1,  Alp, nil, 0, 2    ; CoL
Combined Arms,      5,-1,  no,  AFl, 3, 0    ; CA 
Combustion,         5,-1,  Ref, Exp, 2, 4    ; Cmb
Communism,          5, 0,  no,  no,  2, 2    ; Cmn
Computers,          4, 1,  Min, no,  3, 4    ; Cmp
Conscription,       7,-1,  Dem, Met, 2, 0    ; Csc
Construction,       4, 0,  Mas, Cur, 0, 4    ; Cst
The Corporation,    4, 0,  no,  Eco, 2, 1    ; Cor
Currency,           4, 1,  Bro, nil, 0, 1    ; Cur
Democracy,          5, 1,  Ban, Inv, 2, 2    ; Dem
Economics,          4, 1,  Uni, Ban, 2, 1    ; Eco
Electricity,        4, 0,  Met, Mag, 2, 4    ; E1 
Electronics,        4, 1,  E1,  no,  3, 4    ; E2 
Engineering,        4, 0,  Whe, Cst, 0, 4    ; Eng
Environmentalism,   3, 1,  Rec, SFl, 3, 2    ; Env
Espionage,          2,-1,  no,  Dem, 3, 0    ; Esp
Explosives,         5, 0,  Gun, Che, 2, 4    ; Exp
Feudalism,          4,-1,  War, Mon, 0, 0    ; Feu
Flight,             4,-1,  Cmb, ToG, 2, 4    ; Fli
Fundamentalism,     3,-2,  MT,  Csc, 2, 2    ; Fun
Fusion Power,       3, 0,  NP,  Sup, 3, 3    ; FP 
Genetic Engineering,3, 2,  Med, no,  3, 3    ; Gen
Guerrilla Warfare,  4, 1,  no,  no,  3, 0    ; Gue
Gunpowder,          8,-2,  Inv, Iro, 1, 0    ; Gun
Horseback Riding,   4,-1,  nil, nil, 0, 0    ; Hor
Industrialization,  6, 0,  no,  no,  2, 1    ; Ind
Invention,          6, 0,  Eng, Lit, 1, 4    ; Inv
Iron Working,       5,-1,  Bro, War, 0, 4    ; Iro
Labor Union,        4,-1,  no,  no,  3, 2    ; Lab
The Laser,          4, 0,  NP,  no,  3, 3    ; Las
Leadership,         5,-1,  Chi, Gun, 1, 0    ; Ldr
Literacy,           5, 2,  Wri, CoL, 0, 3    ; Lit
Machine Tools,      4,-2,  Stl, Tac, 2, 4    ; Too
Magnetism,          4,-1,  Phy, Iro, 1, 3    ; Mag
Map Making,         6,-1,  Alp, nil, 0, 1    ; Map
Masonry,            4, 1,  nil, nil, 0, 4    ; Mas
Mass Production,    5, 0,  no,  Cor, 3, 4    ; MP 
Mathematics,        4,-1,  Alp, Mas, 0, 3    ; Mat
Medicine,           4, 0,  Phi, Tra, 1, 1    ; Med
Metallurgy,         6,-2,  Gun, Uni, 1, 0    ; Met
Miniaturization,    4, 1,  Too, E2,  3, 4    ; Min
Mobile Warfare,     8,-1,  no,  Tac, 3, 0    ; Mob
Monarchy,           5, 1,  Cer, CoL, 0, 2    ; Mon
Monotheism,         5, 1,  Phi, PT,  1, 2    ; MT 
Mysticism,          4, 0,  Cer, nil, 0, 2    ; Mys
Navigation,         6,-1,  Sea, Ast, 1, 1    ; Nav
Nuclear Fission,    6,-2,  Ato, no,  3, 3    ; NF 
Nuclear Power,      3, 0,  NF,  E2,  3, 3    ; NP 
Philosophy,         6, 1,  Mys, Lit, 1, 2    ; Phi
Physics,            4,-1,  Nav, Lit, 1, 3    ; Phy
Plastics,           4, 1,  Ref, SFl, 3, 4    ; Pla
Plumbing,           4, 0,  no,  no,  1, 4    ; Plu
Polytheism,         4, 0,  Cer, Hor, 0, 2    ; PT 
Pottery,            4, 1,  nil, nil, 0, 1    ; Pot
Radio,              5,-1,  Fli, E1,  3, 4    ; Rad
Railroad,           6, 0,  SE,  Bri, 2, 1    ; RR 
Recycling,          2, 1,  no,  Dem, 3, 2    ; Rec
Refining,           4, 0,  Che, no,  2, 4    ; Ref
Refrigeration,      3, 1,  E1,  San, 3, 1    ; Rfg
The Republic,       5, 1,  CoL, Lit, 0, 2    ; Rep
Robotics,           5,-2,  Cmp, no,  3, 0    ; Rob
Rocketry,           6,-2,  AFl, E2,  3, 0    ; Roc
Sanitation,         4, 2,  Med, Eng, 2, 1    ; San
Seafaring,          4, 1,  Map, Pot, 0, 1    ; Sea
Space Flight,       4, 1,  Cmp, Roc, 3, 3    ; SFl
Stealth,            3,-2,  Sup, Rob, 3, 0    ; Sth
Steam Engine,       4,-1,  Phy, Inv, 2, 3    ; SE 
Steel,              4,-1,  E1,  no,  2, 4    ; Stl
Superconductor,     4, 1,  Pla, Las, 3, 3    ; Sup
Tactics,            6,-1,  Csc, Ldr, 2, 0    ; Tac
Theology,           3, 2,  MT,  Feu, 1, 2    ; The
Theory of Gravity,  4, 0,  Ast, Uni, 1, 3    ; ToG
Trade,              4, 2,  Cur, CoL, 0, 1    ; Tra
University,         5, 1,  Mat, Phi, 1, 3    ; Uni
Warrior Code,       4,-1,  nil, nil, 0, 0    ; War
The Wheel,          4,-1,  Hor, nil, 0, 4    ; Whe
Writing,            4, 2,  Alp, nil, 0, 3    ; Wri
Future Technology,  1, 0,  FP,  Rec, 3, 3    ; FT 
Spanish Weaponry,   3, 0,  no,  no,  0, 0    ; U1 
Moroccan Weaponry,  3, 0,  no,  no,  0, 0    ; U2 
Common Weaponry,    3, 0,  no,  no,  0, 0    ; U3 
PdA sunk!!,         3, 0,  no,  no,  0, 0    ; X1 
Extra Advance 2,    3, 0,  no,  no,  0, 0    ; X2 
Extra Advance 3,    3, 0,  no,  no,  0, 0    ; X3 
Extra Advance 4,    3, 0,  no,  no,  0, 0    ; X4 
Extra Advance 5,    3, 0,  no,  no,  0, 0    ; X5 
Extra Advance 6,    3, 0,  no,  no,  0, 0    ; X6 
Extra Advance 7,    3, 0,  no,  no,  0, 0    ; X7 

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Government,                1, 0,    no, 
Barracks,                  1, 1,    no, 
Granary,                   1, 1,    no, 
School,                    1, 1,    no, 
Market,                    1, 1,    no, 
Bank,                      1, 1,    no, 
House of the People,       1, 1,    no, 
Civilian Population,       0, 0,    nil,
Water Depot,               1, 2,    no, 
Business Offices,          1, 3,    no, 
Theater,                   1, 3,    no, 
Bank of Spain Office,      1, 3,    no, 
Church,                    1, 2,    no, 
Bullring,                  1, 4,    no, 
Factory,                   1, 4,    no, 
Industrial Complex,        1, 6,    no, 
NO,                       255, 4,    no, 
Fuel Depot,                1, 2,    no, 
Ammunition Plant,          1, 4,    no, 
Railway Station,           1, 3,    no, 
Aircraft Plant,            1, 6,    no, 
Taxes Office,              1, 4,    no, 
Sewer System,              1, 2,    no, 
Farm,                      1, 3,    no, 
Road Network,              2, 4,    no, 
Stock Exchange,            1, 3,    no, 
AA Defences,              40, 2,    nil,
Coastal Defences,         40, 1,    nil,
Manufacturing Plant,       1, 2,    no, 
Naval Docks,               1, 1,    no, 
Ship Building Yard,        1, 3,    no, 
Airfield,                  1, 1,    no, 
Civil Guard Quarter,       1, 2,    no, 
Naval Base,                1, 1,    no, 
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
Capitalization,           60, 0,    nil,
NO,                       20, 0,    no, 
island of Gran Canaria,   20, 0,    nil,
island of Tenerife,       20, 0,    no, 
La Escuadra,              20, 0,    no, 
NO,                       30, 0,    no, 
island of Fuerteventura,  30, 0,    nil,
Kingdom of Morocco,       30, 0,    no, 
Sahara Veterans,          30, 0,    nil,
Altos Hornos,             30, 0,    no, 
NO,                       20, 0,    no, 
city of Melilla,          40, 0,    nil,
NO,                       30, 0,    no, 
NO,                       40, 0,    no, 
NO,                       30, 0,    no, 
NO,                       40, 0,    no, 
Ciudad Universitaria,     40, 0,    no, 
Soviet Aid,               40, 0,    no, 
Bank of Spain,            40, 5,    no, 
NO,                       40, 0,    no, 
NO,                       40, 0,    no, 
NO,                       30, 0,    no, 
Parliament,               60, 0,    no, 
The Rock,                 60, 0,    no, 
NO,                       60, 0,    no, 
NO,                       255, 0,    no, 
NO,                       60, 0,    no, 
German-Italian Aid,       60, 0,    no, 
city of Ceuta,            60, 0,    nil,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; NO
nil,        ; island of Gran Canaria
nil,        ; island of Tenerife
nil,        ; La Escuadra
no,         ; NO
nil,        ; island of Fuerteventura
nil,        ; Kingdom of Morocco
nil,        ; Sahara Veterans
nil,        ; Altos Hornos
no,         ; NO
nil,        ; city of Melilla
no,         ; NO
no,         ; NO
no,         ; NO
no,         ; NO
nil,        ; Ciudad Universitaria
nil,        ; Soviet Aid
nil,        ; Bank of Spain
no,         ; NO
no,         ; NO
no,         ; NO
X1,         ; Parliament
nil,        ; The Rock
no,         ; NO
no,         ; NO
no,         ; NO
nil,        ; German-Italian Aid
nil,        ; city of Ceuta


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Leopard 2A4,  nil, 0,  2.,0, 25a,15d, 4h,3f, 10,0,  0, U1,  000000000000000
T-72B Tank,   nil, 0,  2.,0, 20a,14d, 3h,3f,  8,0,  0, U2,  000000000000000
M-60A3TTS Tank,nil, 0,  2.,0, 18a,10d, 3h,3f,  8,0,  0, U1,  000000000000000
M-60A3 Tank,  nil, 0,  2.,0, 18a,10d, 3h,3f,  8,0,  0, U2,  000000000000000
M-48A5 Tank,  nil, 0,  2.,0, 15a,6d,  3h,3f,  4,0,  0, U2,  000000000000000
T-55 Tank,    nil, 0,  2.,0, 12a,7d,  3h,3f,  5,0,  0, U2,  000000000000000
AML-90 Recon, nil, 0,  3.,0,  8a,8d,  2h,2f,  9,0,  0, U2,  000000000000000
Infanterie,   nil, 0,  1.,0,  6a,4d,  2h,2f,  4,0,  0, U2,  000000000000000
Pizarro VCI,  nil, 0,  3.,0, 11a,18d, 3h,2f,  5,0,  0, U1,  000000000000000
Infantera,   nil, 0,  1.,0,  6a,4d,  2h,2f,  4,0,  0, U1,  000000000000000
Parachutiste, nil, 0,  1.,0,  8a,8d,  2h,3f,  4,0,  0, U2,  000000100000010
BRIPAC,       nil, 0,  1.,0,  8a,8d,  2h,3f,  4,0,  0, U1,  000000100000010
M113 APC ET,  nil, 0,  2.,0, 12a,15d, 3h,2f,  7,0,  0, U1,  000000000000000
M113 APC RMAF,nil, 0,  2.,0, 12a,15d, 3h,2f,  7,0,  0, U2,  000000000000000
AAV-7A1,      nil, 0,  2.,0, 12a,15d, 4h,6f,  7,0,  0, U1,  000010000000100
Mistral SAM,  nil, 0,  1.,0,  5a,3d,  2h,3f,  5,0,  0, U1,  010000000010000
SA-7 SAM,     nil, 0,  1.,0,  4a,3d,  2h,3f,  5,0,  0, U2,  010000000010000
M163 Vulcan,  nil, 0,  2.,0,  6a,4d,  2h,3f,  5,0,  0, U2,  010000000010000
Milan AT ET,  nil, 0,  1.,0, 18a,2d,  2h,5f,  4,0,  0, U1,  000010000000000
Milan AT RMAF,nil, 0,  1.,0, 18a,2d,  2h,5f,  4,0,  0, U2,  000010000000000
BMR-600 APC,  nil, 0,  3.,0, 12a,12d, 3h,2f,  7,0,  0, U1,  000000000000000
VAB-VCI APC,  nil, 0,  3.,0, 12a,12d, 3h,2f,  7,0,  0, U2,  000000000000000
AS532B SPuma, nil, 2,  1.,4,  0a,6d,  2h,2f, 11,1,  4, U1,  000000100000000
Chaparral SAM,nil, 0,  2.,0, 10a,5d,  2h,3f,  7,0,  0, U2,  010000000010000
Field Artillery,nil, 0,  1.,0, 30a,2d,  2h,5f,  2,0,  0, U3,  000000001000000
155mm M109A1, nil, 0,  2.,0, 30a,4d,  2h,5f,  2,0,  0, U2,  000000001000000
155mm M109A3, nil, 0,  2.,0, 35a,4d,  2h,5f,  2,0,  0, U1,  000000001000000
Eurocopter Tigre,nil, 1, 10.,0, 18a,6d,  3h,5f, 14,0,  0, U1,  100000000000001
SA342L Gazelle,nil, 1, 10.,0, 14a,4d,  3h,5f, 14,0,  0, U2,  000000000000001
Bo-105 HOT,   nil, 1, 10.,0, 14a,4d,  3h,5f, 14,0,  0, U1,  100000000000001
Eurofighter,  nil, 1, 21.,2, 12a,10d, 4h,6f, 14,0,  3, U1,  100000000010001
F/A-18 Hornet,nil, 1, 21.,2, 16a,8d,  3h,6f, 14,0,  0, U1,  100000000010001
LCVP Craft,   nil, 2,  6.,0,  0a,1d,  1h,1f,  2,2,  4, U3,  100000000000000
LCM Craft,    nil, 2,  6.,0,  0a,2d,  2h,1f, 18,4,  4, U3,  100000000000000
Galicia Class,nil, 2, 10.,0,  0a,8d,  2h,1f, 18,10,  4, U1,  100000000000000
Patrol Boat,  nil, 2,  6.,0,  6a,6d,  2h,2f, 18,0,  2, U2,  000000000001000
Serviola Class,nil, 2, 10.,0, 14a,10d, 4h,4f, 18,0,  2, U1,  100000000000000
Descubierta Class,nil, 2, 12.,0, 28a,16d, 6h,6f, 18,0,  2, U3,  100000000000000
Floreal Class,nil, 2, 12.,0, 30a,16d, 6h,6f, 18,0,  2, U2,  100000000000000
Sta Maria Class,nil, 2, 12.,0, 30a,16d, 6h,6f, 18,0,  2, U1,  100000000000000
F100 Frigate, nil, 2, 12.,0, 15a,16d, 6h,6f, 18,0,  2, U1,  110000000010001
S-60 Delfn,  nil, 2,  8.,0, 14a,8d,  5h,8f, 18,0,  2, U1,  100000000001000
S-70 Galerna, nil, 2,  8.,0, 16a,10d, 5h,8f, 18,0,  2, U1,  100000000001000
P. de Asturias,nil, 2, 12.,0,  0a,16d, 8h,8f, 18,5,  2, U1,  100000010000000
MM 40 Exocet, nil, 1,  6.,1, 30a,0d,  1h,10f,  9,0,  0, U2,  101000000000000
AV-8B Harrier II,nil, 1, 22.,2, 12a,6d,  3h,6f,  9,0,  3, U1,  100000000010001
F-5E Tiger II,nil, 1, 21.,2, 12a,5d,  2h,4f,  9,0,  3, U2,  000000000010001
Mirage F.1M,  nil, 1, 21.,2, 12a,6d,  3h,6f, 11,0,  3, U1,  100000000010001
Mirage F.1E,  nil, 1, 21.,2, 12a,6d,  3h,6f, 11,0,  3, U2,  000000000010001
State Police, nil, 0,  0.,0,  2a,2d,  2h,2f,  2,0,  1, MP,  000000000000000
CN-235 RMAF,  nil, 2,  1.,4,  0a,6d,  2h,2f, 11,2,  4, U2,  000000100000000
CN-235 EA,    nil, 2,  1.,4,  0a,6d,  2h,2f, 11,2,  4, U1,  000000100000000
C-130 RMAF,   nil, 2,  1.,4,  0a,6d,  2h,2f, 11,4,  4, U2,  000000100000000
C-130 EA,     nil, 2,  1.,4,  0a,6d,  2h,2f, 11,4,  4, U1,  000000100000000
SA330C Puma,  nil, 2,  1.,4,  0a,6d,  2h,2f, 11,1,  4, U2,  000000100000000
DD Alpha Jet, nil, 1, 18.,2, 10a,5d,  3h,5f, 15,0,  0, U2,  000000000000001
P-3C Orion,   nil, 1, 20.,2, 12a,6d,  3h,6f, 11,0,  0, U1,  100000000000001
Bell UH-1 Huey,nil, 1, 10.,0,  8a,3d,  2h,3f, 14,0,  0, U3,  100000000000001
MIM-23 Hawk SAM,nil, 0,  1.,0, 12a,5d,  2h,3f,  7,0,  0, U1,  010000000010000
Inf. de Marina,nil, 0,  1.,0, 15a,10d, 3h,6f,  2,0,  0, U1,  000000000000110
EZAPAC,       nil, 0,  1.,0, 10a,6d,  2h,5f,  1,0,  0, U1,  000001100000010
Gend. Royale, nil, 0,  1.,0, 13a,8d,  2h,6f,  1,0,  0, U2,  000001000000110

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   ; Drt
Plains,     1,2,  2,1,0,   yes, 1, 5, 1,   yes, 5,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   yes, 5,10,  0,  Hil,   ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 5,10,  1,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 5,10,  6,  Hil,   ; Mou
Arid,       1,2,  1,1,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
Hills,      2,2,  1,0,0,   no,  0, 0, 0,   yes, 5,15,  3,  Tun,   ; Gla
Plains,     2,3,  2,0,1,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Forest,     2,3,  1,0,1,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Jun
Sea,        1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Dunes,      1,2,  0,1,0,
Wheat,      1,2,  4,0,2,
Grassland,  1,2,  2,1,0,
Trees,      2,3,  2,1,2,
Mine,       2,4,  0,4,4,
Mountains,  3,6,  0,1,0,
Urban,      1,2,  3,1,3,
Mining,     2,2,  0,4,4,
Farms,      2,3,  4,0,3,
Forest,     2,3,  1,0,2,
Rock,       1,2,  0,1,1,
Oasis,      1,2,  4,0,4,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
House,      2,3,  1,1,2,
Trees,      2,4,  2,0,2,
Mountains,  3,6,  0,4,0,
Sand dunes, 1,2,  0,1,0,
Industry,   2,2,  0,4,0,
Farming,    2,3,  3,0,4,
Forest,     2,3,  4,0,1,
Fishing,    1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      King,        Queen
Monarchy,       King,        Queen
Communism,      Comrade,     Comrade
Fundamentalism, High Priest, High Priestess
Republic,       Consul,      Consul
Democracy,      President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 1, Romans,      Roman,       0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian, -1, -1,  1,
Frederick,    Maria Theresa,       0, 3, 1, Germans,     German,     -1, -1,  1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans,   American,   -1,  0,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,       0, 7, 1, Indians,     Indian,     -1, -1,  0,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 0, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 3, English,     English,     0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1, -1,     4, Archbishop, Archbishop
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 3, Carthaginians,Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,     1, Chief, Chief, 2, Great Chief, Great Chief

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Ammunition,
Machinery,
Tank Supplies,
Machine Tools,
Explosives,
Aircraft Supplies,
Rifles,
Machine Guns,
Rubber Tires,
Aluminum,
Engines,
155mm Shells,
Machine Parts,
Ammunition,
Truck Engines,
Rubber Tires,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Soldado
Cabo
Sargento
Teniente
Capitn
Comandante

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













